Cleric
Base Class: Cleric

The Vitality domain focuses on the vibrant positive energy that sustains all life, as well as the negative energy that causes death. As such, clerics of the vitality domain may follow any of the gods associated with life, death, nature, or war.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Disciple of Vitality

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list.

Channel Divinity: Touch of Life or Death

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured, or to destroy another creature’s life force.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Vital Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Vital Mastery

Starting at 17th level, when you would normally roll one or more dice to restore hit points/ determine necrotic damage with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.